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(1.1) RimNudeWorld v2.0.5 - genitals and breasts textures for RJW

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@yaranaikahollow Is there a way to force pubes on a pawn via dev mode? This is the last roadblock I think I have to getting full alignment fixed up.


Edit: Figured out a workable solution. Also appears that the pubes weren't properly defined in the Elves patch (which means they wouldn't spawn with them), which I've also fixed.


I have a full alignment fix done for Dark Elves, and the Moon/Sun/Wood Elves patch will be a 3 in 1 that I'll finish tomorrow, as they're all the same scale and thus should share alignment. I'll post both patches here when they're done.

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@yaranaikahollow Yes, this throws an error in-game and the male parts don't appear.


For reference, here's my mod loadout


- Id: brrainz.harmony
  Name: Harmony
- Id: ludeon.rimworld
  Name: Core
- Id: ludeon.rimworld.royalty
  Name: Royalty
- Id: unlimitedhugs.hugslib
  Name: HugsLib
- Id: fluffy.modmanager
  Name: Mod Manager
- Id: erdelf.humanoidalienraces
  Name: Humanoid Alien Races 2.0
- Id: void.charactereditor
  Name: Character Editor
- Id: rim.job.world
  Name: RimJobWorld
- Id: shauaputa.rimnudeworld
  Name: RimNudeWorld


The steps that seem to break it are:


1. Start a new colony, get to colonist selection screen

2. Enter Character Editor UI

3. Roll a new male character in Character Editor UI (can be any supported race as long as it's male).


This gives:

Exception filling window for CharacterEditor.EditorUI: System.NullReferenceException: Object reference not set to an instance of an object
  at RimNudeWorld.GenitalPatch.Postfix (Verse.Pawn pawn, Verse.Graphic& __result) [0x00156] in <5ffa8f6b5ae94e4fba51258e23ff0114>:0 
  at (wrapper dynamic-method) AlienRace.AlienPartGenerator+BodyAddon.AlienRace.AlienPartGenerator+BodyAddon.GetPath_Patch2(AlienRace.AlienPartGenerator/BodyAddon,Verse.Pawn,int&,System.Nullable`1<int>)
  at AlienRace.HarmonyPatches.ResolveAllGraphicsPrefix (Verse.PawnGraphicSet __instance) [0x00690] in <5e98fb7e14e1406b9a9483181d546fd4>:0 
  at (wrapper dynamic-method) Verse.PawnGraphicSet.Verse.PawnGraphicSet.ResolveAllGraphics_Patch1(Verse.PawnGraphicSet)
  at CharacterEditor.Capturer.DrawPawnImage (Verse.Pawn pawn, System.Int32 x, System.Int32 y, System.Boolean force) [0x000b0] in <87bb8f9c30444122b91f599c6d2c3c01>:0 
  at CharacterEditor.BlockPerson.DrawImage () [0x00145] in <87bb8f9c30444122b91f599c6d2c3c01>:0 
  at CharacterEditor.BlockPerson.Draw (System.Int32 _x, System.Int32 _y, System.Int32 _w, System.Int32 _h) [0x0008b] in <87bb8f9c30444122b91f599c6d2c3c01>:0 
  at CharacterEditor.EditorUI.DoWindowContents (UnityEngine.Rect inRect) [0x0003c] in <87bb8f9c30444122b91f599c6d2c3c01>:0 
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x00165] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 
Verse.Log:Error(String, Boolean)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


4. Add newly generated male to colonists to drop.

5. When the colonist drops and appears on the map this error is spammed in the console indefinitely:

Exception drawing Kriguer: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
  at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <567df3e0919241ba98db88bec4c6696f>:0 
  at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0 
  at (wrapper dynamic-method) AlienRace.HarmonyPatches.AlienRace.HarmonyPatches.DrawAddons_Patch0(bool,UnityEngine.Vector3,Verse.Pawn,UnityEngine.Quaternion,Verse.Rot4,bool)
  at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnInternal_Patch0(Verse.PawnRenderer,UnityEngine.Vector3,single,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool,bool)
  at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3 rootLoc, System.Single angle, System.Boolean renderBody, Verse.RotDrawMode draw, System.Boolean headStump, System.Boolean invisible) [0x0001a] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 
  at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnAt_Patch0(Verse.PawnRenderer,UnityEngine.Vector3,Verse.RotDrawMode,bool,bool)
  at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3 drawLoc) [0x0002b] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 
  at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3 loc) [0x00000] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 
  at Verse.Pawn.DrawAt (UnityEngine.Vector3 drawLoc, System.Boolean flip) [0x00006] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 
  at Verse.Thing.Draw () [0x00007] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 
  at Verse.ThingWithComps.Draw () [0x00000] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x000d8] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 
Verse.Log:Error(String, Boolean)

The game still runs, but the debug console gets spammed a lot, and there are no parts on the colonist that was rolled in the Character Editor UI. Other colonists are fine.


I realise this may just be an incompatibility with "Character Editor", but an option to disable erect/flaccid logic for a workaround would be great. I'm currently sticking on 2.0.1 and manually copying over the new race patches as that seems to work without any problems.



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